I always make it a point to enjoy and explore things of yesteryear, ranging
from studying old spiritual concepts to renting movies made well before I
was born. And I've been in heaven since the distribution of arcade
emulators, like MAME and Raine, making all the games I grew up with
accessible.
There have been legal arguments over it - and this isn't the place to
discuss it - but the fact is that there is literally no other place to play
classics like Black Widow, Berzerk or - if you really wanted to play it -
Journey.
One game that I regularly forget about, play again, and fall in love with is
Williams' Joust. For those not familiar, Joust is a classic side-view combat
game in which players fly on ostrich-like creatures and try to knock each
other off their birds. Lucky for us Joust is available on most platforms,
including PC, Mac and Playstation.
The beauty of Joust isn't in its graphics, which were pretty good for the
early '80s, nor it being equally fun in one or two player modes. The beauty
is that everything - and I do mean everything - in the game is focused.
The whole game takes place on one single game screen that doesn't scroll and
barely changes from level to level. There is no music to hear during the
game, just the flapping of bird wings and other sparse sound effects. Even
more interesting, though, is that the game joystick only goes left and
right, and there is only one button. There is absolutely no excess.
Despite these "limitations," however, Joust is more complete than some games
created with 1000 times the budget and 20 times the technology. As one
reviewer put it, Joust's designer John Newcomer created a whole universe in
one, single screen.
Just like in 1982, the year Joust was made, we as independent game
developers must work with small teams and limited resources. The difference
is that we are inundated with beautiful Silicon Graphics-quality art, game
control schemes with eight buttons and two joysticks, and piles and piles of
game design options (online play, cut scenes, voice technology, etc.).
Some of these options, of course, aren't really options for us. That doesn't
mean, however, that we don't feel the pressure to add this function or make
another feature in the game when these extra elements aren't necessary or
beneficial to the game. Then, like too much ice in a soda, the original,
perhaps brilliant game concept is diluted with half-baked additions and
tacked-on ideas. The flavor is lost.
I can't count how many times I personally have had to pull my own reigns in
and figure out what was best for my game and what was just "fluff." It's
heartbreaking to spend a great deal of time on a game aspect, just to
realize that it hurts the game more than it helps it.
However, imagine Space Invaders with four buttons or Pac-Man with a machine
gun - not quite the same. You can bet, though, that the developer or
developers debated over what the game was going to be and, once they
determined that, they had the heart to discard anything that didn't fit into
their vision.
In the end, not only did they give us a classic game, but a game with
complete and undiluted focus.
--
Written by Damon Brown.